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Author Topic: Arms Race: War of the Cinder Spires | Spire Wreth  (Read 147670 times)

Tack

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2610 on: April 18, 2018, 01:53:19 pm »

Oh, the backstory she told us?
She happened to co-habitate peacefully with humans and then they all mysteriously died, and then, millennia later, oh look new humans! Better attack them on sight.

I mean I can understand that you might not hear alarm bells if a supernatural cannibal didn’t tip something, so you should maybe just trust the intuition on this side of the fence for a bit.

Honestly if there was a “take the losses and make sure she’s dead” option, i’d be pounding that particular button with all I had.
« Last Edit: April 18, 2018, 02:08:40 pm by Tack »
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andrea

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2611 on: April 18, 2018, 01:55:34 pm »

It sounds like she is from before the world turned into the mess that it is now, with mist covered surface, mistmaws and people forced to live in spires.

Jilladilla

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2612 on: April 18, 2018, 03:23:18 pm »

Here's Plan B! It's basically Plan A, but with scouting out Kasgyre. Really, the fate of this skiff will tell us stuff: They'll need at least some fleet presence to shoot it down (As I highly doubt we're stumbling into the spire); if it dies, we know Kasgyre has more reserves... If it doesn't, we get some information on their home spire, such as viability to move to directly blockading/bombarding. Might see if they tried to do something big. Really, their fleet movements are just too quiet to keep me calm. We've only seen a raiding force out of them.

Really, Kasgyre has to know that we're going to be launching an invasion force now, and probably have a good guesstimate on our local numbers. I'll be shocked if they don't sally forth against our fleet to try and stop it. They have had several turns to amass their fleet, after all. Information saves lives and wins wars. (That said, if they don't, and our scout only finds a skeleton fleet at Kasgyre... We have means for concern)

Only risks a skiff, and not even one that's backing up our fleet. I think the potential rewards are worth it.
Quote from: Plan B
Production:
MkIII&IV crystal, MkII ore, and MkIII silk upgrades to the PL (60c, 10o, 20s)
Switch Windrider PL over to Full IS pattern.


Ships:
Windriders Chimera, Longlast, Payoff, Crystalclear, Black Ink: Stay at WKD, tactic Dogpile.
4 Skiffs @ WKD: Stay, tactic SWARM

Windrider Fukutu: Move to WKD, tactic Dogpile
2 Skiffs @ TC: Move to WKD, tactic SWARM

Windriders Deadline & Vicious Quill: Move to TC, tactic Dogpile
1 Skiff @ Wreth: Move to TC, tactic AGILE
Other Skiff @ Wreth: Move to TU, tactic PEEK-A-BOO

1 Skiff @ TU: Move to Kasgyre, tactic PEEK-A-BOO

WOSV Imafuku: Load Squad L and their PLACE, move to WKD, unload.
WOSV Marge: Load Squad A and their ECD, load squad SOA, move to WKD, unload.
WOSV Shibboleth: Load Squad M and their two PLACEs, load squad SOB, move to WKD, unload.
WOSV Ledger: Load Squads B, SOC, SOD, move to WKD, unload.


Infantry:
Squads A, B, C, M, L: Get moved to WKD. Tactics: CCC
Squads SOA, SOB, SOC, SOD: Get moved to WKD. Tactics: Sustained Operations on squads A, C, M, and L.


As for the Spider decision, it is quite possibly the last archive of ancient knowledge, and it's willing to share. Can us at Wreth condone destroying this library of ancient knowledge when there isn't even a duplicate backup?
Quote from: Vox
Plan:
Plan A: (4) NUKE9.13, Tack, Milo, Madman
Plan B: (1) Jilladilla

Spiderfriend:
Kill it with Fire: (2) Tack, Milo
Spare: (5) NUKE9.13, Madman, 10ebbor10, Andrea, Jilladilla

Invert rolls:
Yes: (4) NUKE9.13, Madman, Andrea, Jilladilla
No: (1) 10ebbor10
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johiah

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2613 on: April 19, 2018, 09:53:15 am »


Quote from: Vox
Plan:
Plan A: (4) NUKE9.13, Tack, Milo, Madman
Plan B: (1) Jilladilla

Spiderfriend:
Kill it with Fire: (2) Tack, Milo
Spare: (6) NUKE9.13, Madman, 10ebbor10, Andrea, Jilladilla, Johiah

Invert rolls:
Yes: (5) NUKE9.13, Madman, Andrea, Jilladilla, Johiah
No: (1) 10ebbor10
Killing the spider would be the equivalent of one of us going back in time and destroying the last remaining repository of knowledge in the world. So let's not do that.
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2614 on: April 26, 2018, 10:55:37 pm »

Turn is being written, votes are locked in.
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2615 on: April 27, 2018, 11:02:18 am »

Three Captains

After the Fukutu and the two skiffs leave, but before the Deadline and the Vicious Quill arrive, there is an incident. A single Kasgyrite skiff attacks the Three Captains. Through sheer surprise it manages to cross a surprising amount of EMERALD range, but it's still brought down before it can do more than get a couple of shots off. It doesn't even bother attempting to target the transports. Aside from confusion, there's no significant damage dealt, but it's still a confusing event.  There is no follow-up attack- just a single skiff on a suicide run.

Speculation beyond that is properly filed and noted along with the main incident report, but as nothing terrible happens, the Spire settles into wait for Deadline and the Vicious Quill, who arrive right on time with their skiff escort.

Inside the Spire

After some debate, the Spider Matriarch is eventually allowed to live. The entrances to here demesne, however, are closely monitored, and only authorized personnel are allowed past such points. Any individual subject to here bizarre form of communication is likewise subject to an extensive debrief and a period of cooldown before returning to standard work.



The Unfinished

The scout at the Unfinished observes the jumbo-sized armed transport-like ship, as well as a smaller transport, returning from the direction of the Burned Mountain, then leaving toward Kasgyrite space.



Western Kasgyrite Demispire

The defenses of the Demispire are all but gone. Whenever one of the remaining gun positions overcomes its cowardice long enough to fire, it's blown to pieces by weight of fire. Not even the skiffs are significantly threatened, and they simply SWARM around looking for transports and daring spire guns to take their shots.

When the transport fleet arrives, a couple of Spire guns make the effort of trying to repulse them. Their shots thin shroud in a couple places, but it's too little, much too late. Not one transport even gets a hole in its shroud, and their able to disembark marines onto a broken  Kasgyrite dockyard without incident.

Inside the Spire

This Demispire is known as Blackstone, and has more rich ore mines than any other Kasgyrite demispire. The marines learn this from the civilians who surrender, of which there are many. The Blackstone is adequately named, with much of its rock being of a characteristically dark hue, and the passages to the outside being relatively narrow before opening out into exceptionally large galleries. These large galleries are filled with Kasgyrite structures, civilian homes and businesses, vatteries and miner bunkhouses. There's not much of a 'militia' here, mostly just scared Kasgyrites grasping at whatever tool or ancient weapon they could lay hands on.

They made a big show at first, but that ended quickly after a few cannon shots. The large caverns are a tremendous advantage to the cannons, allowing better air cycling for more aether and heat dissipation, and it provides a target rich environment.  The rifles here, are actually much less effective, the smoke clouds aren't great, and their low rate of fire means that they aren't terribly great against mobs. Worse, many of the rifles are beginning to show their age, and are becoming increasingly dangerous to use. Still, the Kasgyrites surrender, or PLACE and ECD shots start going into soft targets- which is devastatingly effective. The toxic smoke of the ECD in the environment of a housing district is devastatingly effective, and it's even worse when the flames can start eating into the support members of the houses. Smoke, screaming, and kneeling Kasgyrites are left in the wake of the marines.

Then a grenade lands near the front, killing several young soldiers in a wave of light. The thrower must have been high in the gallery, in an area darkened from lack of lumin crystals. The malcontents who refuse to submit were found of smashing or stealing lumin crystals, plunging sections of the cave into blackness, but they were never that well equipped. There are Kasgyrite Marines here as well, hiding and fading in with the resisting members of the civilian populace. The never stay in one place for long, setting ambushes and laying traps before retreating. Before, in the Three Captains, this tactic was countered by simply rolling over them with superior manpower, but the civilian resistance is acting as their lookouts and providing distractions, allowing them to escape direct confrontations. Still, though don't appear to have any mobile Shroud systems, and that means they die like everyone else.

Resistance members go down to hails of envenomed bolts, and when the Kasgyrite marines try and provide flanking fire from nearby structures with those upgraded pistols of theirs, the Wrethan officer just directs artillery fire into the structures. Marines are lost, but the casualties are inflicted a dozen-fold on the Kasgyrites. Granted, only a handful of those casualties are likely to be marines with the cowardly way they fight, but it sends a message. A message that most civilians register loud and clear, surrendering immediately to the Wrethan advance.

Kills: Half a squad of Kasgyrite marines, hundreds of civilian targets and structures.
Losses: Squad SOD

Wreth has Gained Ground at Blackstone.



Spire Wreth

The dockyards are upgraded and their production line overhauled to use the more advanced pattern, but there still isn't room for any additional ship construction. However, the docks will be ready to upgrade any ship staying at Wreth, or replace any scuttled vessels. Two additional squads of marines stand ready, and two additional skiffs are ready for service.



It is now the beginning of the year 380 AR.

Spire Wreth's Production Stands At,
13(+1)/y Crystal, 14/70 Banked
19(+8)/y Ore, 36/135 banked
19(+2)/y Wood, 63/105 banked
10(+6)/y Silk, 36/80 banked

It is now the design and project maintenance phase. You have 5 dice to spend.

Spoiler: Projects (click to show/hide)



Spoiler: Map (click to show/hide)

Spoiler: Ships (click to show/hide)

Spoiler: Infantry (click to show/hide)

Spoiler: Misc. Goods (click to show/hide)





« Last Edit: April 27, 2018, 11:18:19 am by Draignean »
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NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2616 on: April 27, 2018, 11:40:42 am »

Quote from: Votes
One die to White Powder (4o, 3w): (1) NUKE9.13
One die to ESP (2o, 2c): (1) NUKE9.13

Save 3 dice: (1) NUKE9.13
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milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2617 on: April 27, 2018, 01:01:39 pm »

Let's roll!

Quote from: Votes
One die to White Powder (4o, 3w): (2) NUKE9.13, Milo
One die to ESP (2o, 2c): (2) NUKE9.13, Milo

Save 3 dice: (2) NUKE9.13, Milo
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10ebbor10

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2618 on: April 27, 2018, 01:11:16 pm »

Why the die to ESP?
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andrea

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2619 on: April 27, 2018, 01:17:09 pm »

What revisions do we plan to do? That should be the basis of how many dice to save

NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2620 on: April 27, 2018, 01:30:05 pm »

I was hoping to save 1-2 dice for next turn, to invest into the Stormprince (2 each to time and cost, 2-3 to progress). I was thinking about revising ESP size-wise as well, so we can optimise the Stormprince's comm facilities.
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andrea

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2621 on: April 27, 2018, 01:35:10 pm »

hm. That is a plan indeed. Personally, on my to do list are a transport escort tactic, spire bombardment tactics and... well, I guess ESP size reduction.

I didn't want to start the Stormprince next turn, I wanted to close up more old projects frist. But it should be a reasonable plan.

edit: we should upgrade our skiff line! would increase power and number of skiffs.

edit2: I mean upgrade to EMERALD skiffs
« Last Edit: April 27, 2018, 01:59:58 pm by andrea »
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Tack

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2622 on: April 27, 2018, 08:24:21 pm »

I don’t see the point of the stormprince until we can do a proper Large gem in it and have it be a battleship.
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NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2623 on: April 28, 2018, 05:10:04 am »

To make a battleship will not only require Large core crystals (which would be a design), it would also require at minimum Medium aether cannons (another design), and probably medium lift & trim crystals (yet another design). And it would cost not just an arm and a leg, but probably a head and torso as well.
In other words, we are many, many, many turns away from something we could refer to as a battleship. The Stormprince, on the other hand, is well within reach.
The ability to bring that many guns to bear from a single platform would be quite valuable. I mean, coordinating fire between Windriders has proven tricky. But the Stormprince could target a single vessel with 33 LACs (Draignean provided some information, on the basis of which the design has been updated from (10+4)*2 turrets to (8+3)*3 turrets). I don't think a Kunai could stand up to such a beating for very long.
In addition to dishing out serious punishment, it would be capable of absorbing an incredible amount of damage itself- more, I think, than three Windriders could, as whilst it would only have 2x the shroud, the hull and armour strength would be substantial.
It would also provide an excellent platform for an ESP transmitter, making it the perfect flagship.

Anyway, I agree that we should refit the Skiff PL to EMERALD skiffs. And whilst I'd like to make progress on ESP, it's not essential- only the one die to White Powder is locked in. Maybe do something like this:

1 die: White Powder
1 die: ESP size revision
1 die: EMERALD skiff pattern
Save 2 dice

?
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andrea

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2624 on: April 28, 2018, 05:15:02 am »

I can get behind that.

Quote from: Votes
One die to White Powder (4o, 3w): (3) NUKE9.13, Milo, Andrea
One die to ESP (2o, 2c): (2) NUKE9.13, Milo

Save 3 dice: (2) NUKE9.13, Milo
Save 4 dice:(1) Andrea
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